[Papervision3D] Dictionary vs Array
John Grden
neoriley at gmail.com
Fri Jan 19 14:24:30 EST 2007
yeah, having you out here is more than I had hoped for Chris! Really
appreciate your time and input very much -
\m/ you get a double rock on \m/
On 1/19/07, Chris Nuuja <cnuuja at adobe.com> wrote:
>
> No problem, really love the work I've seen in P3D. Especially love the
> simplicity of the interface.
>
> Werner is the man when it comes to graphics and optimization. An old
> Director engineer (as am I)
>
> -chris
>
> -----Original Message-----
> From: Papervision3D-bounces at osflash.org
> [mailto:Papervision3D-bounces at osflash.org] On Behalf Of Jon Bradley
> Sent: Friday, January 19, 2007 9:55 AM
> To: Papervision3D at osflash.org
> Subject: Re: [Papervision3D] Dictionary vs Array
>
>
> On Jan 19, 2007, at 12:31 PM, Chris Nuuja wrote:
>
> > Hi Tim,
> >
> > Two suggestions on the Matrix3D class:
> >
> > 1) transformPoints( pPoints:Array, pMatrix:Matrix3D ):Array is
> > allocating a new array of points every time you transform them.
> > Presumably they are thrown away each frame, adding to the garbage
> > collector's work. How about (permanently) storing an array of
> > transformed points in Face3D in addition to its array of untransformed
> > points? That array could be passed into Matrix3D.transformPoints() as
> > an argument, removing the need for new allocation of an Array and 3
> > Vertex3Ds per triangle per frame. In general, the idea I'm proposing
> > is to pre-allocate all the data structures needed up front and then
> > overwrite their values each render.
>
> I was thinking about something along those lines when I went through
> the code last week (been too busy this week to do much). I had
> written a very optimized engine for drawing grids a while back using
> quaternions and found that pre-allocating all the structures and just
> modifying values was definitely more efficient - in AS2 at least.
>
> Thanks for joining the list, Chris. This knowledge is great stuff. I
> spoke with Werner Sharp (another Flash engineer) a few times in the
> past regarding array and other speed optimizations in the player
> during the v8 beta period. I basically created a general polygon
> clipping library (Weiler-Atherton) - and with all the intersection
> tests and looping required needed to be picked through with a fine
> toothed comb. I learned some pretty cool stuff that, unfortunately, I
> have to relearn all over again with AS3. :o) That's ok, it's fun.
>
> best,
>
> jon
>
>
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--
[ JPG ]
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